/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Public/ControlRigSequencerEditorLibrary.h
Set the constraint active key in the current open Sequencer
Returns true if we set the constraint to be the passed in value, false if not. We may not do so if the value is the same.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool SetConstraintActiveKey ( [UTickableConstraint](API\Runtime\Constraints\UTickableConstraint) * InConstraint, bool bActive, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrame, [ESequenceTimeUnit](API\Plugins\SequencerScripting\ESequenceTimeUnit) TimeUnit )